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UX Week 2014 | Kyle Neath | Leading a Distributed Team of Introverts

Most designers I know are introverts. We love to hide in our corner and imagine the pixels that could be. We love to write essays on our process. We sit on the train, headphones blocking out the world, deep into our Kindles while everyone socializes around us.

Yet most design teams I know are centered around in person interaction. We craft our offices out of big open spaces: perfect for the hovering art director to roam about. We fetishize the dream team locking themselves in a room together to create the next big thing. And we ask people to present their designs, in person, to a room full of others for critique.

GitHub didn’t have an office for the first six months I was an employee, and as of today, only about half our team works out of our main office. In this talk, I want to go over the systems and processes that we’ve developed as a distributed team, and why I think it’s an important lesson for introverts everywhere.

We are incessantly, almost compulsively drawn to gatherings of intelligent, creative people. While we are looking to learn ways to change our professional and personal lives for the better, on a deeper level, we're compelled because we crave profound change and the inspiration to instigate a revolution.

Steve Bishop thinks of design as an approach to problem solving that unlocks the growth potential in any business. As Senior Director at Automatic Labs, Steve helps strengthen the company's user-centered, design capabilities to solve real transportation challenges and focuses making driving a better, more sustainable experience for everyone.

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Some mobile apps are designed to fill gaps of time: games, reading queues like Instapaper, and social feeds like Secret.
I want to talk about a second category of apps: the ones that demand attention, the ones that interrupt you.

Whether you're drowning in data or struggling for insights the hardest thing can be getting a project out of the gate. (Not to mention getting to the middle of a project and having to reset plans as situations and resources change.

Recent initiatives in the design field aspire to move from a focus on functionality and pleasure in a momentary use context to a focus on the well-being in people’s lives as a whole. This emphasis also implies a shift from seeing the user as a system operator to again – first and foremost – a human being.

In April 2013, in the wake of Russia's annexation of the Crimea, a Washington Post poll found that only 1 in 6 Americans could find the Ukraine on a map, and the average guess was wrong by more than 1,800 miles. America's oft-reported struggle with geography is really a symptom of a wider problem: "ingraphicacy," a deep discomfort with spatial tasks and diagrams of all kinds.

At Vox Media we try to create engaging digital experiences: lighthearted journalism, interactive, responsive longform pieces, elegant integrated advertising, beautiful videos, and fun community spaces. And while we can track clicks and count page views, a lot of those adjectives are hard to quantify.

In my 5 years as CEO and Product Manager at Optimal Workshop, we've built a product suite that helps researchers and designers make evidence-based decisions.
I'll share a few tales that illustrate the delights and perils of designing and managing products used by designers.

As practitioners, we're faced with constant change - changing requirements, strategies, and opportunities plus shifting deadlines, leadership, and teams.
In addition, many of us lack sufficient tools and processes to accomplish daily tasks, take on new projects at work, or complete the work we’ve set out to do.

At Uber, our design team consists of talented individuals who are ultimately passionate problem solvers at their core. As a result, many of us have been able to enact change across the organization through the use of common UX design techniques.

We instantly recognise the design quality of an iPhone or a Mercedes, but why are so many services such poor experiences, even though many of their parts are well-designed? Usually it is because the service as a whole has not been designed at all. It just happened.

The built environment is the ultimate platform for human experience. No matter which social network we frequent or which software we use, we are all logging on from real, physical space – our house, our office, our favorite café or pub, or local park.

What does "good design" mean in a subjective universe? No matter the discipline, good design is a network of systematic responses that addresses needs on a daily basis and solves the problems of today. Yet human beings, in the great spectrum of their physical and emotional responses, have a wide variety of needs.

In this session, you'll learn how to take a small movement, driven by passionate designers, into a change leadership movement that transforms a company. You'll hear how to reshape a company from a B2B focus to fully B2C.

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